<?php
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**/

$xhtml = array(
	'<{title}>' => 'Missed part of the assignment',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		After handing in my maths work yesterday, I noticed it was a combination assignment.
		I was supposed to not only complete a few problems, which I&apos;d done, but also report on the difficulties I&apos;d had with the material, as with past weeks.
		Had I noticed that part, I&apos;d&apos;ve had the work done already; I&apos;d completed the reading on the second day, and I always write up that sort of work while I&apos;m doing the reading.
		I had to act quickly to make sure I had this second part submitted before the professor got to grading my work, so I ended up pulling an all-nighter to re-read the material and try to remember which parts caused me problems the first time.
		It cost me a lot of time that I really could have used for coursework in the English course, and left me tired for work, despite getting up later to recover sleep time.
		What a pain.
		I need to be more careful before submitting things.
	</p>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			I did read the textbook, and I did try to do outside-the-book research.
			However, the book lost me at around page 994 and 995, and the resources I could find online didn&apos;t seem to clear things up.
			None of them addressed the problem in this discussion assignment in an accessible way.
			These resources seemed to approach from angles better understood by people with mathematical knowledge that I don&apos;t yet have.
		</p>
	</blockquote>
</section>
<section id="Minetest">
	<h2>Minetest log</h2>
	<img src="/y.st./source/y.st./static/img/CC_BY-SA_3.0/minetest.net./weblog/2018/03/26.png" alt="My tree and small plant farm" class="framed-centred-image" width="800" height="600"/>
	<p>
		You know the drill.
		No time.
		I just dug out a single column and took a screenshot of something local; in this case, my tree and small plant farm.
	</p>
	<p>
		I&apos;ve started accumulating more diamond points than obsidian (before I stopped playing much a few days ago), but that&apos;s mostly because I&apos;ve been beelining toward any diamond I see and ignoring lesser minerals such as coal if they&apos;re not within easy reach.
		Obsidian looks a lot like coal, so it gets missed.
		Before that, I was ending up with much more obsidian with no discernible cause.
		According to my understanding of the code, the diamond and obsidian ores should have equal rarity, except that they can overlap in placement and diamond should take precedence; in other words, obsidian should be ever so slightly rarer than diamond.
		So why was I finding so few diamonds?
		I started getting paranoid, little by little, that the obsidian ores were crowding out the diamond ores; that the placement of one type of ore was having an effect on the placement of other types of ores.
		The theory was that because the obsidian ores were being generated at all, other ores were trying to generate further apart so as to not have too many ores be generated.
		A very quick test today all but debunked that theory.
		I have no evidence beyond comments in the Minetest Game <code>default</code> mod&apos;s code that the diamonds are truly taking precedence over obsidian ores, but I think it&apos;s safe to say that there&apos;s little to no problem of a crowding-out effect.
		I&apos;m just having bad luck, that&apos;s probably all.
	</p>
	<p>
		My goal today at work while I completed my mindless tasks was to figure out what sort of bonus I should provide for players that choose the boat as one of their bonus-granting items.
		Instead, I let my mind wander too much and I started trying to figure out how to turn clay renewal into something <code>minestats</code> can count.
		I certainly came up with some working ideas, but nothing that didn&apos;t do more harm than good when <code>minestats</code> isn&apos;t the only factor considered.
	</p>
	<p>
		I&apos;m overwhelmed with just how many bonuses I have to come up with because of the sheer number of items in vanilla Minetest Game.
		The funny thing is that Minetest Game is built to not be incredibly feature-packed, either.
		Little by little, I think the developers are giving in to the concept of more gameplay possibilities in an unmodified Minetest Game, so more stuff is getting added.
		At the same time, the engine is being developed; there&apos;s more things that can be done, so examples of such make their way into Minetest Game as well.
		Minetest Game is improving as a stand-alone subgame.
		But in any case, it&apos;s still lower on items than many people like, and I still can&apos;t find bonus powers for every item.
		It&apos;s this very reason that I keep having to cancel the project.
	</p>
	<p>
		I&apos;ve got a new plan though.
		With slight adjustments, I&apos;m going to start from Minetest Game version 4.0 and work my way up.
		There weren&apos;t so many items back then, so maybe I can do better.
		Once I have 4.0 taken care of, I can move on to 4.1, et cetera, only building a little off of what I&apos;ve already got so far.
		The adjustments I make to these legacy subgame versions will be for practicality.
		For example, <code>minequest</code> makes use of the <code>sfinv</code> $a[API], and there&apos;s no valid reason to change that.
		<code>sfinv</code> saves me a tonne of work and makes my mod compatible with other mods without even knowing what those mods are and needing to account for them individually.
		I&apos;ll retrofit <code>sfinv</code> to function in older versions of the game for that reason.
		It&apos;s possible I might not build bonuses for items I know have been removed in later versions of the game, but then again, I probably will.
		I can draw inspiration from the older items and transfer the bonuses to newer items when I get to the stage at which the items had been taken out.
	</p>
	<p>
		I&apos;m not sure how map generation will work with the older subgame versions, as I won&apos;t be using an older version of the engine.
		The map generators that use the new biome $a[API] will be unusable, as they&apos;ll only generate stone worlds when an older game is used.
		Those won&apos;t really work for testing things in.
		The <code>v6</code> generator will probably mostly work, but there might end up some very odd holes in the map.
		It&apos;s possible I&apos;ll need to retrofit the old subgames to deal with the problem if it gets too bad, though if the holes aren&apos;t too close together, it shouldn&apos;t be an issue.
	</p>
</section>
END
);
